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Unindent unfocused_run() and focused_begin() from previous commit
As always, indentation changes are applied in a separate commit to minimize diff noise.
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1 changed files with 17 additions and 17 deletions
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@ -732,28 +732,28 @@ static enum LoopCode loop_begin(void)
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static void unfocused_run(void)
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static void unfocused_run(void)
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{
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{
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Mix_Pause(-1);
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Mix_Pause(-1);
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Mix_PauseMusic();
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Mix_PauseMusic();
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if (!game.blackout)
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if (!game.blackout)
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{
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{
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ClearSurface(graphics.backBuffer);
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ClearSurface(graphics.backBuffer);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 110, "Game paused", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 120, "[click to resume]", 196 - help.glow, 255 - help.glow, 196 - help.glow, true);
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graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, 220, "Press M to mute in game", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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graphics.bprint(5, 230, "Press N to mute music only", 164 - help.glow, 196 - help.glow, 164 - help.glow, true);
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}
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}
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graphics.render();
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graphics.render();
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gameScreen.FlipScreen();
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gameScreen.FlipScreen();
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//We are minimised, so lets put a bit of a delay to save CPU
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//We are minimised, so lets put a bit of a delay to save CPU
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SDL_Delay(100);
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SDL_Delay(100);
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}
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}
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static void focused_begin(void)
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static void focused_begin(void)
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{
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{
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Mix_Resume(-1);
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Mix_Resume(-1);
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Mix_ResumeMusic();
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Mix_ResumeMusic();
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game.gametimer++;
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game.gametimer++;
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}
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}
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static void focused_end(void)
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static void focused_end(void)
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